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Battlelords of the 23rd Century Scenario
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CHICAGO BLUES GM
Background Start After defeating the small
band of bandits in the wilderness the players should have no real difficulty
getting to Chicago. However the area is well patrolled by the Coalition meaning
not much gets past there all seeing eye. After a short trip they will reach the
city limits, before they know what’s going on the Coalition forces will
surround them and they will be apprehended. The Players should be encouraged to
surrender and not fight as it will be a hopeless one if they do. Middle The commander of the outpost
would normally imprison the players for trespassing on the old city but this
time is different. He has been having trouble with a new demon which appeared a
few nights back, this large creature has managed to escape capture and death on
a number of occasions by teleporting out of harms way. To make matters worse it
seems to have allied itself with a small cult of D-Bee’s and witches in a
northern part of the city. The commander has no idea what the demon is (he
hardly cares and simply has orders to kill it), or that the demon has allied
itself with the cult in order to perform a ritual to open a new rift back to his
time (for reinforcements). The commander will let the players go if they help
him out of the situation, track the demon down and kill it. The players will
need to track the demons last movements, the coalition will provide them with
some pre-rifts maps and stay within radio contact. End The cult is in the process of
capturing other intelligence life forms living in the city limits (D-Bees
mainly) and bringing them back to there hideout. Once enough of them have been
gathered they will perform a ritual, killing those captured to release there
P.P.E., the players will be on hand to stop one of these raids. Hopefully they
will capture one of the cultists alive and interrogate him for the location of
the hideout (Next adventure: The Cultist have setup base in one of the many
underground tunnels (metro lines), they are there with the demon gathering
forces and preparing for the time when the rift can be opened.). Start Precise. Getting to Old Chicago will
be the easy part, once there the real problems will begin. How the players going
to actually get into the city? Here the players will experience a city
devastated by the coming of the Rifts one of the last few places to hold out
before the dark ages began. They might find a few items worthy of trade
(pre-rifts artefacts). But it won’t be long before they are surrounded by a
group of coalition soldiers. Hunting for some loot. The suburbs of Old Chicago,
are mainly family homes (thousands of them), most have been destroyed by fires,
flooding as well as the encroachment of vegetation and wild life. Anything worth
looting has either been destroyed with the passing of time or by looters over
the past 300 years+. Also as this was the last place NEMA made there stand
against the hordes of demons it has seen even more devastation that would
normally be expected from a city of this size. It will take the players 1
day to reach this point (from there encounter with the Bandits). Large vehicles
will need to travel by road, of which there are many, most are in a terrible
state of disrepair and over grown with vegetation but still passable. The
players will need to spend another day travelling to the city itself past the
various suburbs. As they grow closer to the city they will see numerous signs
warning trespassers away and the penalty for not heeding the notices. If the players wish they can
try and see what they can scavenge around for items doing this however will take
them hours and only yield them a small amount of tradable items (1D6x10 credits
or artefacts for every 2 hours of searching, have the skills necessary to fix
certain items can yield a bit more 1D6x10 extra credits per skill check on an
item e.g. a toaster or microwave which needs fixing etc). A crying girl. On
the evening of the second day the players will rest in one of the many abandoned
homes in the suburbs of Old Chicago. While resting players will hear the faint
sound of crying coming from the basement/cellar, if they decide to investigate
these sounds they will find nothing other than a looted and rotting sub section
of the building. Physic players or those with sensitive hearing etc, will hear
the crying again however this time much louder (still faint however and the
sounds are those of a child) coming from what seems to be behind a wall in the
basement area. Players may wish to break the wall down and see if they can help
the poor trapped soul (clever players can try and locate a secret door, success
will revel a secret lever leading to a camouflaged panic room, the lever works
but the door is rusted shut). Once the door is open or the wall breached the
players will be in a small 8ft by 10ft room (Panic Room), there is a small now
rusted and water logged radio as well as a number of personal affects (those of
a child, teddy bear, colouring books etc), and enough supplies to keep someone
alive for many months (although only a few have been used, the rest are rotten,
includes toilet and washing facilities but no running water). As the players
search this room (should not take them long), they will find the skeletal
remains of a small girl clutching a furry toy, a few skill rolls/powers should
indicate she died very young of a broken malnutrition and a broken heart. Just
then the players we see a haunting entity in the form of the girl running
towards them (disappearing before it reaches there location) she will be
giggling and laughing. Those players with physic or magic links will also
receive an additional scene… A
mother and father in the house before the great cataclysm enjoying time with
there daughter (they will speak English and the child’s name is Becky) in what
seems like the back garden. A quick flash later they are in the cellar, Becky is
in her mothers she quickly tells her daughter that they are playing a game (the
sounds of gunfire can be heard upstairs as well as the sounds of a struggle, a
loud pitched growl and the heavy voice of what could easily be a demon). She
tells Becky she must hide in the downstairs safe room until daddy and mummy come
get her, before Becky can answer she is ushered into the room and the door
closed. The lights flicker the sound of heavy breathing and growls followed by
that of a woman’s scream, the vision ends. After
witnessing this event the players can simply leave the haunting entity to roam
the house like it has done for hundred years, or they can try and help is escape
its cycle. However they achieve this is up to the players, but events which will
trigger the entity to leave are… Finding
the remains of the mother and father. The mother is located in the cellar in the
opposite corner of the panic room her bones show signs of teeth marks (demon ate
her). The father is located upstairs in one of the bedrooms (he attempted to
lead the demons away from the mother and child allowing Becky to get away
safely). Gathering the remains of both parents and performing the correct
religious rights (as they were
taken by evil creatures), will garner the players the following ending. The
house will be filled by a warm intense light and both parents as they were in
the previous scene will run over to join Becky, all will wave at the players
thanking them for there help and disappear. A locket and chain will then drop
from the now where into one of the players hands, players will get a sense this
is a magical item but its purpose seems a mystery at the moment. Taking
the remains of the child and performing the correct rights will garner the same
image as above but the players will not receive the locket. If
the players attempt to steal anything from the house either after or before
helping three haunting entities will attack with a vengeance (those of the
family). They will try to force the players out into the hands of the waiting CS
soldiers. We have you now! As the players leave the
house (day or night) they will be surrounded by CS troops (those with sixth
sense will get a bad feeling but may link this to another entity). They have
been monitoring the players since they entered the city a few days ago and have
decided to capture these trespassers and see what they are up to. Numbers here
should be unimportant players should simply be overwhelmed by a large unit of
soldiers (Robots, Spider Walkers, Cyborgs and other such troops will quickly
surround the camp all guns pointing and ready to fire). The GM is encouraged to
advise the players to surrender if they want to survive this encounter, fighting
may allow one or two of there group to escape but the majority will be gunned
down by the CS. Middle Summary Here the players will meet
some notable Coalition forces, get a better understanding of how they fight
there day to day battle with the demons and monsters of the old city. They will
also get the jaded view of how the CS tries to achieve these same goals. Your coming with us! The CS soldiers will disarm
the players and place restraints on there arms, hands and legs (they will also
mute magic uses and cover there heads with bags). Players should be encouraged
not to try and escape yet as the CS soldiers seem eager to shoot them for any
slight, easier opportunities may present themselves later. The Players will be escorted
the rest of the way to one of the many CS outposts around Old Chicago. This
facility has been hear a while and the players should get the sense many of the
soldiers are veterans with many years of fighting demons and magic users under
there belts. These guys are not raw recruits and know what there doing, they
will eye the players up and give them the occasional grin or sly wink. As the players enter the CS
camp under guard they will witness a line of four D-Bees in front of a bullet
and blood ridden wall, before they know what’s happened the sound of high
calibre machine gun fire will be heard and the four D-Bee creatures will fall to
the ground dead (creating a sense of doom for the players). The camp is patrolled by
numerous heavy robots (Spider Walkers, Enforcers) and numerous SAMAS and
Sky-cycles swoop over head. Other than the M.D.C wall surrounding the base most
of the other buildings seem to be Pre-Rifts structures converted to suit new
needs (Barracks, watch towers, prisons etc). After a short while the players
will be brought to what seems to be the HQ where they be made to stand while
what seems to be the CS commander discusses some tactics with junior officers
over a map of Old Chicago. After a suitable time has passed the junior officers
will be dismissed and the commander will pour himself a drink while he eyes up
the players. He seems a tall gruff commander not like the typical CS elite but
more one who has earned his rank over several years of hard service and loyalty
to the emperor. He will begin… “Its seems you have been
caught on private property, are you unable to understand the warnings issued by
the various signs surrounding this city?” He will wait for the players
to answer, if they come up with some other reason that the real one he will
continue seemingly uninterested, if they explain they are tracking a large demon
bend on the destruction of the world he will smile and explain that the players
and he may have a common enemy and goal. “A few nights back a patrol
picked up a fairly large signal approaching the southern sector of the city.
They engaged the target and reported a number of successful strikes, before they
could confirm the creatures demise however is seemingly teleported out of harms
way. A few hours later a foot patrol spotted the same demon heading directly for
the city centre, the lieutenant on duty at the time rightly ordered an ambush
set up directly in the creatures path. Unsurprisingly the demon in its arrogance
walked directly into it, the area was pounded by heavy rail gun and missile fire
and the grunts reported the creature was severely weakened showing signs of
serious injury. Once again just as the killing blow was about to be struck the
creature seemingly teleported out of harms way. Long range scanners picked it up
20 miles away in the northern part of the city, a patrol was dispatched but like
many such demons and supernatural monsters it faded away into the night. I have
tried several times to track this demon down which I believe may well pose a
serious threat to the CS but have been unsuccessful, this is where I believe you
may come in useful. In exchange for your lives
and freedom I suggest you track down this demon and either eliminate it or find
some way of keeping it imprisoned long enough for my men to finish the job. I
will allow you access into the city to perform this mission, as well as some
maps and details of the city itself, a Walkie-Talkie in order to communicate
with me and what tactical information we have on the monster. In exchange I will
class you allies and re-deem any warrants or bounties currently on your heads,
do you accept?” Obviously the players should
accept, the choice is either death, or a chance to finish what they were doing
unmolested by the CS, easy decision to make. If they accept they will be
escorted to the outpost limit’s handed back there equipment, a Walkie-Talkie,
and some maps of Old Chicago. One of the junior officers will explain the demon
was last sighted (north Chicago), he will also indicate the location of a known
D-Bee settlement near what was once Garfield Park, both are good starting points
for there search. With that the outpost doors will be closed and the players
allowed to carry on with there adventure. What’s the real story? The commander of the outpost
should normally just execute the players (especially D-Bees, Juicers, magic
users etc), but he has recently received a request for half his troop compliment
to be transferred to the border with Tolkeen (some big offensive being planned).
His numbers will be replenished in time but these will be raw recruits (not the
men and women he has spent years training), as such he is a little upset and
isn’t about to start risking his men looking for a large demon running around
such a huge city. The Players have arrived just at the right time when he was
feeling generous, an item of each players equipment has been bugged and he will
monitor them as they progress through the city. If they leave without
dispatching the demon he will simply have them killed, but if they do kill the
demon it will save him the effort, an easy compromise. End Summary Here the players will come
across a small settlement of D-Bees known to the coalition and regularly used as
bait for demons and other foul creatures. As the players meet the locals and
establish some friendships a group of cultists will attack hell-bent on
acquiring prisoners for the soon to be planned ritual. Main Event The Players will head towards
a known D-Bee settlement (pointed out by the CS), the Coalition will explain
they have allowed this settlement to remain as it provides good bait for the
various demons and other supernatural forces in the area. Whenever a demon comes
out of hiding to nap one of the inhabitants the CS track it down to its nest and
eradicate it and any others of its kind. They have similar settlements dotted
across the middle and south of Chicago. The one closest to the sightings of this
large demon can be found to the north of the city, near what was once Garfield
Park. The settlement itself is based in a number of larger buildings
(skyscrapers), the park itself is used by the D-Bee’s to grow small amounts of
fruit and vegetables for the winter months. The
Settlement of Last Hope: Last
Hope was built by a few survivors of the CS purge of Old Chicago, all the
villagers have rifted to earth (none were born here) at some point since its
creation and over time it has grown into a nearly sustainable settlement.
Initially under the constant attack of demons and cultists the village was
close to being wiped out (even with the constant influx of refuges from the
rifts), luckily for them the CS took an interest. Even though the Coalition
take no part in defending the settlement many demons and other supernatural
creatures have learnt that attacking the settlement generally results in being
ambushed later by CS forces. It
is an easy going & passive settlement who tend to take everything in their
stride and look for the path of least resistance. This means they tend to deal
with anybody and bow and scrape to those stronger and more frightening than
they. This also means they tend to have no strong loyalties and will sell out
others to save their own necks. Accepting of most other races, D-Bees, aliens
and many other creatures, accepted as equals. They would never consider
enslaving any being or treat any intelligent life forms, other than demons.
Roughly 9 different races (Eandroth, Dwarves, Psi-Stalkers, Quick Flex Aliens,
Vanguard Brawlers, Fennodi, Fairies (Brownies and Nymph), Centaur and Emirin)
make up majority of the population no one dominating. In addition there are
many strange, exotic, monstrous, magical and alien creatures and even some
friendly monster races and supernatural beings. The
town itself is a small shanty town, a small struggling community of 110 souls,
which lacks the resources needed to barely survive and grow. The community has
one midwife (Holistic Medicine +5%), a paramedic, no doctor, and a few
first-aid kits with basic supplies. Serious illness, injury, or surgery is way
beyond their ability. The village has a horse, a few sail and rowboats nearby
for fishing, that’s all. No machine driven vehicles and the only fuel is
used for heating and lamp oil. Comparatively modern buildings made from a mix
of materials, at least 10% made from M.D.C materials (200 M.D.C), possibly
restored pre-Rifts structures. There is also
a large utility buildings, fences and a defensive walls, as well as an
underground M.D.C shelters. In
times of defence the community can only muster a collection of clubs,
makeshift spears, pitchforks, shovels and a few bows. One in ten may posses
and S.D. firearm (11) with a few hundred rounds shared between them, 2
grenades and maybe one light M.D. weapon. The town has a group of volunteer
defenders to take up arms in times of trouble. Furthermore 50% (55)
of the citizens will join the fight to protect their town, and most will fight
to defend their homes and loved ones. A typical militia is rarely larger than
10% (11) of the population, the people have appointed one person to be a
security officer or constable (Eandroth mercenary). Growing
crops is difficult and yield is usually minimal, but it is enough to survive.
Timber and other resources are either scarce or poor quality The community
must either supplement by hunting, fishing and trading or make large cutbacks
to its way of life. Being situated in the heart of Old Chicago means the
settlement is under the constant sway of ley line storms, rifts, monsters and
even the CS (a war zone). The community is located in a volatile and hostile
environment. They are constantly in a state of chaos forever being threatened
abused and ravaged by all kinds of threats, be it monsters, demons, bandits,
raiders, roving gangs, storms, tornados, floods, earthquakes, wild animals or
the CS. The
town is run by a democratic structure with a governing body that shares the
duties or running the affairs of the settlement. Social order, law, justice
and sense of unity are clear an strong. Citizens understand their place in the
community and most work together like the parts of a well oiled machine. Most
village folk are Principled(Good) and Scrupulous (Good). Although the
occasional item, service or bit of information may be sold or traded to
passing traveller or neighbour, there is no formal or organized trade
operation. This community can barely support themselves or so isolated they
rarely have any visitors. The town has a number of professionals a Dwarf
Carpenter (Fortifications specialist and Builder), a Psi-Stalker Ranger,
Wilderness Scout, and a Centaur Woodsman, Trapper. Most of the town are hard
workers, uneducated and only a few skilled professionals, 15% (16) have
training in one area or trade, 5% (6) are literate. Power is derived from a
combination of windmills, solar, methane-run generators (fuelled by waste of
livestock), batteries, and other fuel powered generators and machines. May
also have a few high-tech nuclear batteries and power packs (possibly
pre-rifts artefacts or big city creations). Magic
is accepted, as being real and ley lines are known to be places or magic,
spirits and supernatural monsters. One or two more educated people in the town
know a few basic truths about magic as well as a thing or two about
supernatural creatures (vampires, demons etc). Spell casters and magical
beings are viewed with a certain amount of mystery, awe and fear best to be
avoided. A few nights in the
settlement will be attacked by a group of cultists and there demon kin. The
D-Bee’s will quickly spring into action to defend themselves and there
families, the players are encouraged to help. The settlement will be filled
with the sounds of screams and shouts as a horde of demons come charging into
through the “town”. Although the settlement has made makeshift walls these
will easily be bypassed by the more powerful and faster demons, the cultists
will follow suit using makeshift ladders and other such devices. A hand full of
the “towns” folk have weapons but nothing as powerful as M.D. weapons (only
S.D. knives, makeshift swords and spears, hatchets etc. Some of them may well
have a few firearms and a few rounds of ammunition). The players can either
attempt to fight the demons as they come and leave the settlers to fend itself
or try and co-ordinate there efforts with the town’s defenders allowing a much
better defence. More evil aligned characters may even forfeit defending the
settlement altogether and use the CS tactic of tracking the attackers back to
there hideout. If the players choose to
co-ordinate there plans with the towns folk far fewer people will be captured by
the raiders and more of the attackers will be slain. The GM should encourage the
players to try and catch one of the assailants alive, if they fail to do this
the towns people will capture one for interrogation (next part of the campaign). Battle Plan: The demons and
cultists will attack in mass at the settlement gates, 1xWerebeast and 2xDar’ota
will leap or climb over the walls and create a diversion while 1xBoschala
will pond at the settlement makeshift gates. If the players can quickly dispatch
the initial assault the towns folk will be better prepared for when the next
wave arrive. Once breached the Boschala will lead the attack followed by large
numbers raiders (10xBumble Balls and 25x Cultists), the main aim
of the Boschala and cultist will be to keep the towns defenders occupied while
the Bumble Balls quickly capture any women, child or elderly D-Bee not under the
protection of the towns folk and players. If the Boschala is defeated the
cultist will quickly flee the scene followed by the Bumble Balls. Information Gathering:
Although the cultist will be easier to capture they will be extremely
fanatically about there leader and force will have to be used to extract the
right information (remember player alignments). The Bumble Balls however will
quickly reveal the location of the cultists secret hideout if it means they can
save there skin. Another alternative would be the players follow the survivors
of the attack back to there hide out (skill rolls prowl etc needed). Friends
& Enemies Names as pronounced as
apposed to how spelt: Dor-gain
Stout-Mill is a Dwarf of
exceptional skill and talent. Being one of the first founders of the
settlement it has been his skill and determination that have allowed “Last
Hope” to survive the constant onslaught of both demon and human. On many
occasions he has been elected leader of the village and on every occasion he
has bowed out of the lime light preferring to spend most of his time
rebuilding homes and fortifications, maintaining the village power systems and
organising sorties into Old Chicago in search of new arrivals and items to
salvage and repair. His favourite weapon is a Battle Axe passed down to him
from his father, he believes it has magical powers (it has no real value other
than as a heir loom, it is perfectly weighted however providing him with a +1
Strike & Parry). In times of battle he also wears chain mail shirt and
skirt (AR 12, S.D.C 50). Dor-gain is a friendly fellow always eager to hear of
news and exchange ideas and knowledge when not working on maintaining the town
he spends his evenings in the village court-yard drinking home made brew and
telling tales of how he and his brother slew a dragon. Mal-Kiss
Ran-Star is a Psi-Stalker who became trapped here with a number of his kind
after a heated battle with a pack of Simvan Raiders. Although Mal-Kiss could
have left Old Chicago once the cost was clear, he and his fellow Psi-Stalkers
believed they could try and make some semblance of life here. They hope to
some day discover some lost treasure trove within a long forgotten part of the
city which will immediately make them rich beyond there wildest dreams.
But until that day comes they remain as dedicated citizens of the
village for protection and survival. Mal-Kiss is the only villager with a M.D.
weapon (a JA-11 from the body of a Simvan he killed), he uses this weapon only
in times of dire need (Dor-gain has jury-rigged a device which will re-charge
his E-Clips) preferring to use his trust S.D. shotgun and hunting knife for
day to day activities. Mal-Kiss keeps an eye out for trouble using his natural
skills as a Wilderness Scout and his psionic abilities to warn the village of
an impending attack. Men-Tar
Jerry-Rack is a Centaur who rifted here a number of years back along with the
rest of his tribe. Initially Men-Tar and his tribe tried to escape Old-Chicago
but were ambushed by a CS patrol after a fierce battle Men-Tar now the head of
his tribe (his father the Tribe leader at the time was killed in the ambush)
lead his tribe back into Old Chicago. The city was too alien for him and his
people to live and so they decided to try and settle in one of the many cities
parks. This was were they encountered Dor-gain on one of his many sorties into
the city, after a brief discussion the Centaur agreed to join the village as
citizens although they were still not eager to live within the confines of the
Pre-Rifts settlement. Dor-gain had always wanted to expand the village into
the City Park nearby and this seemed like the perfect time to implement his
plan. Men-Tar and his people would farm and hunt within the wooded green land
and live within its confines, in times of danger they would return to the
village and help in its defence. Ter-Gash
Val-Da-Norm is an Eandroth, he and his people could be classed as some of the
few who actually chose to travel to Rifts Earth. On his world (Palldium
Fantasy) he and his people fought a year long war with a mountain clan of Orks,
Golbins and Trolls. Although the battle was fought to a stale mate the arrival
of a dragon on the Orks side tipped the balance easily in the favour of the
green skins. Those of his people who were not killed during the attack were
enslaved and escorted back to the Ork strong hold. On the way a Rift opened
and Ter-Gash saw his chance to escape with a number of his people, a number of
Orks and Goblins followed him through the Rift before it closed and all were
trapped in Old Chicago. The Orks and Goblins quickly recaptured Ter-Gash and
his people and attempted to escape Old Chicago, luckily for the Eandroth Dor-gain
and Mal-Kiss came across the Ork convoy and after a brief struggle they freed
him and his people. Since that time Ter-Gash has been a valued member of the
village working hard to protect it from the various monsters and demons which
inhabit the city. Along the way Ter-Gash has acquired an S.D. hunting rifle
and medium calibre handgun, many in the village turn to him to handle day to
day security and resolve internal squabbling. Locket
Of Light: More information on the locket (given by the entity during the first
encounter) will be given in the next adventure and as time goes on. Any object
read or equivalent power will revealing a scene showing a power wizard
(Shifter) handing a Rogue Scholar the locket stating “It will protect him in
times of Great Darkness during a time of Great Evil”. Standing along side
the Scholar are a Ley Line Walker and Wilderness Scout all are based within
what seems to be Tolkeen. GM information: The locket will protect the players
against vampires (Globe of Daylight, maximum 3 times daily, Level 6 effects).
A Tolkeen Shifter of great power gave the locket to his son and a group of
adventurers, after gaining information on the arrival of the World Destroyers.
The Shifters son tracked one of the World Destroyers to Texas and followed it
over the border to Mexico but the group of adventurers were ambush and killed.
The item should provide a story element allowing the players to track down
where the next Demon has fled, it will provide no real benefits in this
adventure other than mystery and player interest. |
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